Difference between revisions of "Sniper (Long War)"

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|LCorporalE2=''No other bonuses.''
 
|LCorporalE2=''No other bonuses.''
 
|LCorporalE3=''No other bonuses.''
 
|LCorporalE3=''No other bonuses.''
|Corporal1={{Tactical Sense (Long War)|align=center}}
+
|Corporal1=[[File:SNIPER DISABLINGSHOT.png|32px|center]]'''Disabling Shot''' <br/>  ''Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.'' (-10 Aim, reduced Damage)
 
|Corporal2={{Precision Shot (Long War)}}  
 
|Corporal2={{Precision Shot (Long War)}}  
 
|Corporal3=[[File:SNIPER SNAPSHOT.png|32px|center]]'''Snap Shot''' <br/>  ''Allows the sniper rifle to be fired after moving, at a -10 aim penalty.''
 
|Corporal3=[[File:SNIPER SNAPSHOT.png|32px|center]]'''Snap Shot''' <br/>  ''Allows the sniper rifle to be fired after moving, at a -10 aim penalty.''
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|SergeantE2=''No other bonuses.''
 
|SergeantE2=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
 
|SergeantE3=''No other bonuses.''
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load''' <br/> ''Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.''
+
|TechSgt1={{Tactical Sense (Long War)|align=center}}
 
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger''' <br/>  ''Primary weapons do one additional damage.''
 
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]'''Ranger''' <br/>  ''Primary weapons do one additional damage.''
 
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight(max +30%).''
 
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight(max +30%).''
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|TechSgtE2=''No other bonuses.''
 
|TechSgtE2=''No other bonuses.''
 
|TechSgtE3='''Provides +2 Will.'''
 
|TechSgtE3='''Provides +2 Will.'''
|GunSgt1=[[File:SNIPER DISABLINGSHOT.png|32px|center]]'''Disabling Shot''' <br/> ''Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.'' (-10 Aim, reduced Damage)
+
|GunSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load''' <br/> ''Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.''
 
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On''' <br/> ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
 
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On''' <br/> ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''
 
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting''' <br/>  ''Additional 2 damage against any human target and alien targets whose species has been autopsied.''
 
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting''' <br/>  ''Additional 2 damage against any human target and alien targets whose species has been autopsied.''

Revision as of 18:35, 20 October 2014

Sniper

Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight no longer functions with Overwatch.

Primary Weapon: Sniper Rifles, Marksman Rifles, Assault Rifles
Secondary Weapon: Pistols, Machine Pistols
Class-Limited items: None

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
SNIPER SQUADSIGHT.png
Squad Sight
Allows firing at targets in any ally's sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
SNIPER GUNSLINGER.png
Gunslinger
Confers 1 bonus damage with pistols and negates the long-range accuracy penalty when shooting beyond 14 meters.
Council Medal of Honor 2 (EU2012).png
Lone Wolf
Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies
No other bonuses. No other bonuses. No other bonuses.
RANK SERGEANT.png
Corporal
SNIPER DISABLINGSHOT.png
Disabling Shot
Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. (-10 Aim, reduced Damage)
Precision Shot
SNIPER SNAPSHOT.png
Snap Shot
Allows the sniper rifle to be fired after moving, at a -10 aim penalty.
Provides +2 Aim +2 Will +1 Mobility. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
SNIPER EXECUTIONER.png
Executioner
Confers +10 Aim and + 10 critical chance against targets at or below 50% health.
Urban Combat Badge 2 (EU2012).png
Sharpshooter
Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.
SNIPER DGG.png
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses. (including while flying)
No other bonuses. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Tactical Sense
ALIEN CANNONFIRE.png
Ranger
Primary weapons do one additional damage.
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight(max +30%).
No other bonuses No other bonuses. Provides +2 Will.
RANK MAJOR.png
Gunnery Sergeant
SUPPORT DEEPPOCKETS.png
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
MEC VITAL POINT TARGETING.png
Vital Point Targeting
Additional 2 damage against any human target and alien targets whose species has been autopsied.
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
SNIPER ITZ.png
In The Zone
Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.
HEAVY MAYHEM.png
Mayhem
Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman's, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.
SNIPER DOUBLETAP.png
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no costly actions were taken, 1 turn cooldown.

(Can't be used with Snap Shot)

No other bonuses. No other bonuses. No other bonuses.


Stat Progression

Rank HP at level Total HP Aim at level Total Aim
Specialist 0 0 5 5
Lance Corporal 0 0 5 10
Corporal 1 1 5 15
Sergeant 0 1 5 20
Tech Sergeant 0 1 4 24
Gunnery Sergeant 0 1 4 28
Master Sergeant 1 2 4 32

Tactical Advice

Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. Squadsight no longer works on overwatch, and snipers no longer have access to the Opportunist perk, making them considerably less good defensively - you'll find snipers can't demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more "snap shot" skirmishing snipers (that role goes to the Scout). However, snipers can still have Snap Shot at Corporal rank, and it's not mutually exclusive with Squadsight, allowing snipers more mobility without greatly compromising their offensive ability. But combined with Double Tap, they can be excellent soldiers on the battlefield, trading between two shots, and 1 move and 1 shot: in effect, some damage has been traded for some mobility in the Long War. Plus Head Shot and a high crit rate, they can still be quite strong. Watch your ammo levels, though, so High Cap mags are a good item for them.

Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn't moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn't particularly useful in practice, since the Infantry class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.

Also, note that despite having five tiers of weapons, Mayhem still only grant +1/+2 damage, with Beam laser and Gauss granting +1 damaged, while pulse and plasma grant +2

Role: Assassin, Long Range Offense

The sniper in this role stays behind and relies on its Squad Sight. It is the classical "one shot - one kill" role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage.

Sample sniper:

Lone Wolf -> Precision Shot -> Sharpshooter/ Damn Good Ground -> Ranger -> Vital Point Targeting -> Double tap.

Note: Ranger + VPT provide you with +3 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision shot, Lone Wolf and Sharpshooter provide you with additional critical chance. Double tap is the signature ability, with which you can take on two separate adversaries in one turn, or focus on one tough one.

Role Stalker, Mid to Long range Offense

A mobile, versatile sniper who uses terrain and mobility to find himself on the flank or even behind enemy lines. It makes heavy use of In the Zone, which works against flanked and exposed targets (such as flying and those with no cover), which in turn requires the sniper to have a suitably large ammo magazine. While not staying far behind, the sniper should still keep some distance from the main group because of the short range penalty of the Strike/Sniper rifle. Perks focus on critical chance and utility.

Sample sniper: Lone wolf -> Snap Shot -> Sharpshooter -> Lock N' Load -> Bring 'Em On -> In the Zone

Note: Since Lock N' Load only works together with Snap Shot ( you can not shoot after taking a costly action, reloading included), the two perks go together. With Lock N' Load, Ammo conservation project and Hi-Cap magazine your sniper rifle will have +3 maximum ammo (!), more than enough for In the Zone. If you plan on taking a Marksman Rifle to avoid taking the Snapshot perk, here is how the sample will look:

Lone wolf -> Precision shot -> Sharpshooter -> Aggression -> Bring 'Em On -> In the Zone

You will have less ammo and more critical chance.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s